Liq-01 Flaming Barbies on the Grill.

I figure the easiest way to get a head start on the other civs before the barbs descend is to quickly chop-rush two more cities, then dig in for a while.
 
Good point. When the worker comes out, he can chop the hill to rush a settler, and then go pasture the cows. Or we can keep chopping. Doesn't matter. But we'll need to have those hills developed if we destroy the forests.
 
(1) 1900BC
- Send scout east to try to grab that hut

(3) 1850BC
- Scout gets mauled by panthers (0.5/1). I don't bother healing him so that he can rush to the hut.
- Worker finished; settler started.

(4) 1825BC
- Feck! One of Alex's scouts pops the hut right under our noses :mad:

1825hut.jpg


- Bronze Working finished: could do either Fishing or Agriculture next. Fishing = commerce = faster research, but we will be too busy to work the lake tiles for while. Agriculture it is. I don't bother revolting - not worth wasting a turn to anarchy just yet.
- Two copper sites nearby: see below
- Set scout to heal.
- Worker go chop chop on hill

(7) 1750BC
- Forest chopped; settler in 9

(8) 1725BC
- Worker starts pasture: better than more chopping at this stage.

(11) 1650BC
Izzy = Slavery
Barbs ahoy!!! Sir Toma will be happy :evil:

1650barbs.jpg


(14) 1575BC
- Pasture finished; I don't bother connecting it yet. Worker sent N
- MM city so that settler is ready next turn

(15) 1550BC
- Agriculture -> Fishing
- Settler -> archer. Settler stays put until SG decides where he goes.
- Worker (and escort) sent to corn (archer is due in 7; chop would take 5)
- Looks like scout has reached N edge of map:

northedge.jpg


Barbs incoming from N!:

1550barbs.jpg


Current overview - 2 copper + 1 horse in range:

northoverview.jpg


copper.jpg
 
Hmm... I say settle on that one square on the last screenshot that will grab the copper, cows, and the corn.
 
Yup, I would agree with that.
 
yeah that hill is great. nice land and a hill to defend from... fresh water as well , that's keen.

Hooking up towns to the north to grab the horses should come next... pretty ugly land up there though.

Waiting for official Luv muf color dot!!!

Imo if you are going to push a settler make a warrior medic and at least 2 archers to escort. the medic is MAJOR. just pop a few warriors next and promote medic.

Nice scouting btw lots of map shown, overall we have some nice land.

We need to get water techs after agril btw.

Cheers!
-Liq
 
Here we go. I feel that i had quite a good turn and satisfied my urge to cleanse the world of barbs

Turn 0 (1550 BC)
User comment: everything looks good, lets kill some barbs!!!

Turn 1 (1525 BC)
Archer promoted: City Garrison I
settle.jpg


Turn 2 (1500 BC)
Herecomethebarbs.jpg

I see some barbs on the scope. Thank god i sharpened that toothpick.

Turn 3 (1475 BC)
Archer promoted: Drill I
Archer defeats (3.00/3): Barbarian Warrior
1barbdown.jpg

WOO HOO! Let the Barb killin' begin. Thats i barb down:woohoo:

Turn 4 (1450 BC)
Archer promoted: Guerilla I
Rexburg grows: 4
Morebarbs.jpg

Ooh look more barbs approaching.

Turn 5 (1425 BC)
Tech learned: Fishing
Rexburg finishes: Archer
Archer defeats (3.00/3): Barbarian Warrior

Turn 6 (1400 BC)
Research begun: Writing
Rexburg begins: Warrior
Archer promoted: City Garrison I
User comment: Barb count: 2
Archer defeats (3.00/3): Barbarian Warrior
Archer defeats (2.28/3): Barbarian Warrior
SirT.jpg

Sir Toma is killin barbs!

Turn 7 (1375 BC)
User comment: Barb count: 4

Turn 8 (1350 BC)
Rexburg finishes: Warrior

Turn 9 (1325 BC)
Rexburg begins: Archer
Warrior promoted: Medic I
Thejourneybegins.jpg

The Journey begins

Turn 10 (1300 BC)
User comment: MM rexburg for growth in 3

Turn 11 (1275 BC)

Turn 12 (1250 BC)
Rexburg grows: 5

Turn 13 (1225 BC)
Rexburg finishes: Archer

Turn 14 (1200 BC)
Rexburg begins: Warrior

Turn 15 (1175 BC)
Karakorum founded
Kill Barb begins: Barracks
Rexburg finishes: Warrior
OOps.jpg

OOPS!

Turn 16 (1150 BC)
Rexburg begins: Worker
Warrior promoted: Medic I

Turn 17 (1125 BC)
Archer defeats (3.00/3): Barbarian Warrior
Archer defeats (3.00/3): Barbarian Warrior

Turn 18 (1100 BC)
Archer promoted: City Garrison II

Turn 19 (1075 BC)
Archer defeats (2.70/3): Barbarian Warrior

Turn 20 (1050 BC)
User comment: Barb count: 7
Archer promoted: City Garrison I

Summary:
I killed a total of 7 BARBS!!! in that turn. I believe that is an acheivement in itself. Otherwise i settled near the copper, cows and corn and started to research writing as i didn't know what else to research. Other than that not much happened.

horses.jpg

I reckon that our next settlement should be up here with the horses and the corn.

Mongolia.jpg

Our glorious barb hating empire
 
I'm sorry but your 20 turns violated the barb killing contest rules, such that you are penalized not only the 3 barbs killed after your 15 turn barb hunting season but also 3 for the violation.

Total barb kills for Sir T is now 1


:rotfl:


highly entertaining read Sir Toma. :)

and oh Liq is feeling generous, you can keep the 7 barb heads you have stashed in that settler wagon... and I guess the 7 barbs killed points.

if we get sailing will that hook up the two towns? not sure if that diagonal lake counts as a water lane... nm see the trade symbol, that's really sweet, pillage proof trade route.

Cheers!
-Liq
 
spam a few medic warriors now before we cannot build any... mass cheap medics and we want one for every town.


ok facinating, do not need sailing to form trade routes over fresh water lakes.. makes sense but I've yet to play on a map with lakes this large.

That adds more strategic elements to lakes.

Cheers!
-liq
 
Now the game truly begins. In your honour, I will fire up the BBQ for some steaks (cows) tonight. Let the slaughter commence!
 
I picked up the save, will play it this morning.
Gee, I missed out on making a dotmap that showed the obvious!
(Those are my best ones) Heh heh.

Nice turn's guys. Er, you don't think the barbs will attack me, do you?
I'm a muffin of Luv! Whose idea was 15 turns of barb invasion anyway?
 
Do medics in a city noticeably improve the heal rate? The heal rate is already very fast in a city.
 
for endless waves of barbs yes.

this map is interesting in that the mountains shield us from any bards to the north and east really. one unit in the woods there can hold off mass barbs... make an axe and give him anti arrow, place him just north of rax with one of those medic warriors and we are set.


for the record: for someone that uses the auto logger, Sir Toma's posts are by far the most entertaining I've read. The more abuse you take, the funnier you are sir T :lol:

Cheers!
-Liq
 
Pre-turn:
Not much to say, all quiet on the front lines.
Birds chirping... Sir Toma must have scared off all the barbs.

1. 1025 BC
Worker will be built next turn in Capital. That's all.

2. 1000 BC
Rexburg finishes worker, start on Archer.
Want spare archer for the next settler build.

*Barb warrior & archer north of "Kill Barb".
liqturn113nk.jpg

Switch civic to slavery

3. 980 BC
Road to cows completed south of capital, moving a worker over towards Kill Barb to hook up copper.

4. 960 BC
Borders at Kill Barb expand.
Only the Barbarian warrior is close to Kill Barb, Barbarian archer is wandering around to the cities west now.

5. 940 BC
liqturn128qi.jpg

Writing is discovered
switch research to Mysticism (for masonry later)

Bombay is sighted NE of our empire.
liqturn134ch.jpg


6. 920 BC
Rexburg trains archer, starts on Settler
Two barb warriors closing in on "Kill Barb" finally.
Other Barb archer disappeared to our west.
Worker starts mining copper.


IBT: Judaism Found in a distant land

7. 900 BC
Two barb warriors just outside of Kill Barb, worker still working copper
liqturn149fg.jpg


IBT:
Archer defeats Barb Warrior at Kill Barb, second barb warrior retreats without fighting

8. 880 BC
Our archer doesn't even require healing! lol
Worker still working the copper.

9. 860 BC
Barb warrior north of Kill Barb regains his courage, is again at the walls (if
we had any) of Kill barb.
Our archers call him names. I hope he attacks.

I notice what seems to be a barb town SW of Kill Barb!
liqturn155cs.jpg

Interesting, copper will solve how we take that town.

IBT:
Isabella requests open borders. Nope, we have standards.
Off with you, wench!

10. 840 BC
I discover pigs east of the stone resource.
This may affect my dot maps! *Curses* Pigs... bleh.

Barb Warrior north of Kill Barb runs away again. What a coward!
Mysticism due next turn

11. 820 BC
liqturn164nn.jpg

Mysticism discovered, start work on Masonry

I decide to stop fooling around with this barb warrior.
Medic warrior attacks Barb warrior at Kill Barb.
liqturn176tk.jpg


Our warrior wins.
liqturn189dh.jpg

Yeah baby!

Copper mine completed at Kill Barb, now to hook that sucker up into
our trade network

12. 800 BC
Rexburg finishes Settler, starts on Library (will get the whip)
I start moving our settler/archer pair towards stone site. I want to
grab it before Ghandi does.

Worker starts building road from copper mine towards Kill Barb

13. 780 BC
Lord McCauley smears our good name, and suggests that we are the poorest civ ever.
liqturn190gk.jpg

(Sure; totally ignore the barbs. Bet we got more money than them,... maybe)

Our medic warrior in Kill Barb is due for a promotion, will save that
for next player. No emergency yet at Kill Barb.

Rexburg goes unhappy, gets the whip. :whipped:
Library due next turn.

14. 760 BC
Library built in Rexburg, starts Obelisk (While waiting for city to grow)

15. 740 BC
There is ivory north of our "RedDot"/stone resource city location.
I have a settler/archer ready to move onto RedDot. It looks real good
now with the ivory resource within reach.
There is still pigs east of stone, so I will leave settler where he is,
and allow the SG to debate where to settle. (do we want pigs or ivory for
RedDot?)

Alex has built a city NW of Kill Barb, and we have a barb warrior heading
towards the city.
Medic Warrior in Kill Barb still due a promotion.
Worker at Kill Barb almost has copper connected, suggest next improvement
should be cow resource near city.
*************************

Turn Order
1. Liquidated -- On deck
2. Merzbow
3. S.ilver
4. Scowler
5. Sir Toma
6. Luv Muf -- done
7. Zavior -- Next up!
 
Data for SG Perusal:
****************************

View of RedDot:
(Archer/Settler still waiting for move order)
liqturn1106eb.jpg

****************************

View at Kill Barb:
liqturn1119xs.jpg

****************************

Our Neighborhood:
liqturn1124ui.jpg

****************************

Demographics:
liqturn1139lz.jpg

****************************

Tech planning:
liqturn1148sy.jpg
 
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